It’s not often that I’d have high expectations for a game
based off of a somewhat forgettable 90’s film, least of all one on a handheld
system, but there was something about the Game Boy Color’s The Mummy that made
it look very, very promising. The Konami logo on the box was enough to catch my
attention initially, but this wasn’t just any Konami game, but an 8-bit, 2D,
horror themed Konami game, and historically when you put those things together very
good things happen. It was enough to get me excited and I couldn’t help but
wonder if The Mummy was actually a thinly veiled tribute to the classic
Castlevania series.
Starring Brendon Frasier and Rachel Weisz the film was
something of a surprise box-office hit for Universal Studios when it released
in 1999. Though scorned by critics, it nonetheless proved to be an enjoyable
action-adventure romp for the popcorn eating masses. Set in 1926 the plot
follows an American adventurer named Rick, a librarian and Egyptologist named
Evelyn and her mischievous and light-fingered brother named Jonathan. The trio,
after accidentally discovering and reading from the Book of the Dead (as you
do) are embroiled in a battle against the supernatural as they search the ancient
ruins of Egypt to find a way of stopping the deadly rampage of the reawakened,
titular Mummy; Imhotep.
A year and half later the video-game adaptation would
finally arrive on the Game Boy Color, late in the year 2000. The game was
developed by Konami’s Nagoya branch and, somewhat surprisingly for a licenced
game of this era, it follows roughly the same plot and locations seen in the
film.
Starting out as Evelyn the first level has the player searching
for four books which are spread throughout the stage. Evelyn’s controls are
simple; she can move around with the d-pad, jump with the A Button and can pick
up and use items with the B button. Providing that she’s not holding an item, she
can also run by holding the B button.
To complete the level you must find the four books which are
scattered throughout and then make your way to the exit. To reach the books the
player must use Evelyn to leap across gaps, stand on switches to create
platforms, collect and read from ancient stone inscriptions to open blocked off
routes and generally navigate the maze like layout of one way doors and drops.
The map is made up of individual, fixed screens and is laid
out in a grid. When you reach the edge of the map you will seamlessly loop around
to the opposite side. Understanding this form of navigation is tricky at first but
essential to progressing in the game. Seeing an item on a platform out of reach
above will instinctively have you trying to figure out a way of climbing up,
but in this game the way to reach it is just as likely to be a matter of making
your way down until you literally fall onto it. It’s a real throwback to 80’s
game design that was all but unheard of by the year 2000.
After finding the four books and walking through the exit the
stage is complete and you are rewarded with a simple four character password to
continue from. This is the basic premise of the game and although the specific
collectables and the amount required will change with each stage, the gameplay
is essentially the same throughout the game’s 46 levels.
As the game progresses however, more elements are added to
keep things interesting. Firstly, Jonathan joins Evelyn as a playable
character, and can be instantly switched in or out with a press of the start button.
Jonathan controls somewhat similarly to Evelyn though he cannot jump as well,
nor can he run. Instead, however he can pick up and use dynamite to destroy
breakable walls, and this is his main use throughout the game. Care must be
taken though as the resulting blast is fatal if he sticks around for too long. The
dynamite is a finite resource too with limited amounts placed in the stages and
Jonathan can only pick up and hold one at a time. Misusing a stick or using one
in the wrong order can often mean having to restart the stage entirely.
When he’s not fondling explosives he can also throw a haymaker
of a punch which soon comes in handy as the game also starts to introduce enemy
characters. The early enemies in the game vary from rats to armed robbers but
their role is always to be more of a nuisance than a challenge to the player.
Nothing is gained from killing them as they will simply respawn again a few
seconds. Under the constant onslaught taking hits is inevitable but thankfully
each character has their own health bar to soak up damage though care must
still be taken to avoid being whittled down and killed.
Last but not least to join the party is Rick. Rick’s jumping
ability is the worst of the bunch but like the others he has his own unique set
of skills. Firstly, like any self-respecting American, he is armed with a
pistol and infinite ammo allowing him to take out those pesky enemies from a safe
distance. As well as this he can occasionally find and use a rifle to shoot
switches from a distance, though ammo is limited to a few precious rounds.
What’s more he won’t be able to use his pistol to fend off enemies whilst
holding the rifle and so only picking it up only once you know what you need to
do with it is essential.
Lastly he has the ability to push certain objects and
bizarrely people (who don’t seem to bat an eyelid when being manhandled off a
ledge) and can use them to create platforms, clear paths and activate switches.
Once again being a trial and error focused game, failure is pretty much
inevitable and often you will find yourself having made a wrong move and unable
to continue. Mercifully Konami thought to include a suicide command to quickly
restart a level by pressing Start, A and B. There are infinite continues too
and so, other than having to start over there is no real punishment for dying
in the game.
Most levels require constant switching with numerous
character specific obstacles to tackle throughout. Each of the characters can
hold one item at a time, and as well as the ones mentioned previously there are
also more general items which can be used by anyone. Rocks can be found and thrown as a weapon,
torches can be carried to light up dark areas which are otherwise pitch black,
and health vials can be used to instantly refill the life bar of whichever
character picks one up.
Having one of the characters die midway through a level
often makes the remainder unbeatable for the remaining two so strategic
switching to protect those on low health and efficient use of the health vials is
necessary for success.
As the game progresses the environmental hazards and enemies
begin to ramp up in difficulty. Spike pits, steam jets, moving platforms, and
mirror puzzles all need to be dealt with on a regular basis. Mummies and
zombies that take numerous shots to take down begin to appear, as well as the
game’s antagonist; Imhotep, who can take out the heroes with a single hit. It
becomes a tricky and occasionally frustrating affair to deal with the
respawning enemies, all whilst trying to figure out a route to the needed
collectables. Mercifully for those who want to just focus on the puzzle element
of the game, a variation of infamous Konami code can be used on the title
screen to make the characters invulnerable from enemy attacks. Spikes and
quicksand will still prove deadly but it certainly makes the latter levels a
lot less frustrating.
The presentation of the game is fairly underwhelming but
nevertheless does has a certain retro charm that’s in keeping with the old
school gameplay. The characters have stiff animation, and lack detail but are
at least colourful and distinct. The levels themselves can be a little dull and
repetitive which can make navigating the maze like layouts a little more
confusing than it perhaps ought to be. Thankfully the music is far more
appealing with some truly memorable Egyptian themed chip tunes on offer as well
as some more forgettable ones.
As you’ve probably figured out by now, my initial prediction
of The Mummy being a rebranded Castlevania was a long way off the mark. In
reality, The Mummy is essentially a puzzle game disguised as an action
platformer. Each level is an exercise in trial and error, as you figure out the
best sequence to reach all of the collectables and then the exit, and at times
it feels closer to a sliding tile puzzle than a Castlevania game. And that’s
not necessarily a bad thing and in many ways The Mummy does pay homage to more
obscure origins with elements of Konami’s own The Goonies being somewhat
noticeable.
Overall The Mummy wasn’t at all what I was expecting, but
nevertheless it is undoubtedly a game that many will enjoy. Whilst some won’t
appreciate the trial and error focused gameplay, the 46 levels will provide a
lengthy challenge for fans of old school puzzle platformers. It is unashamedly
video-gamey in its level design with the developers not letting logic or reason
get in the way of the core gameplay. Konami weren’t content to throw out a
hastily thrown together licenced game and instead created a lovingly crafted
throwback to a bygone era of gaming.
So if you like what you’ve heard then why not pick up a copy
of The Mummy for your Game Boy Color. It’s an adventure that will take you to
ancient depths of the lost city of Hamunaptra and will test your brain and
reflexes to their limit as you try to defeat the mysterious and deadly Mummy;
Imhotep.
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